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The characters featured in Sifu.

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The Student And Family

    The Student 
Voiced by: Vincent Lai (male), Jemma Moore (female), Rae Lim (child)

The protagonist of the game. Student and child to the sifu in charge of their dojo, their life takes an unexpected turn when one of the sifu's exiled disciples returns and wipes out everyone in the dojo, including them. The talisman miraculously allows the protagonist to return from death, and is now hellbent on avenging their father.


  • Action Girl: If playing as a female.
  • Anti-Hero: A martial arts student hellbent on killing those responsible for their loss, they'll brutally dispose of each of the bosses for a final finisher. And in the process, they readily beat down, cripple, and even outright murder anyone that gets in their way, depending on what moves and weapons you use, leaving a veritable trail of bodies in their wake.
  • Ambiguous Situation: Their fate at the end of the game is rather murky. In the true ending, they either died for good since they did not have the Talisman on their person, or they were revived after their death like at the start of the game. Switching outfits or modding the game during the final cutscene implies the latter - when a new student runs in and greets the Sifu, the game represents the Sifu with the player character's model.
  • Back from the Dead: Twice. They were first given a Slashed Throat by Fajar, then revived by the talisman, and they were then killed but also revived by Yang, again using the talisman to do so in the Golden Ending.
  • Boring, but Practical: Their largely self-taught martial art style borders on Jack of All Trades and Master of None. It's agile but not acrobatic, stresses defense while their body conditioning precludes them from being impregnable, and focuses on swift yet low-commitment strikes with high-power blows being reserved solely for finishers. What results is a kit that excels in no particular direction but has no real weaknesses either, with the Student picking up the slack through the shrewd deployment of their repertoire and weaponizing their environment in a pinch.
  • Braids of Action: As the protagonist ages, they style their lengthening hair in a braid.
  • Cain and Abel: While their relationship is not by blood, The Student is the Abel to Yang's Cain as students of the same dojo.
  • Combat Pragmatist: Weapons, improvised weapons, flung projectiles, eye strikes, throat punches, sneak attacks, and mounted beatdowns are a selection of the ways that the lone protagonist can even the odds against the armies of enemies they will have to face. Wude, the ethics of martial arts, is rather tolerant of a lot of it. To a point.
    • This is accurate to most Kung Fu styles. While some martial arts emphasize honor codes, most schools of Kung Fu employs a number of dirty moves such as groin strikes, eye gouges, cross kicks, hair grabs, and various other moves generally considered dirty.
  • Costume Evolution: Their outfits inexplicably age with them after Talisman resurrections. From age 40-59 onwards, they will start wearing an open jacket over their outfit with the sleeves rolled up to their biceps. From age 50-59 onwards, they'll close up the jacket to their chest. From age 60+, they'll close the jacket up to their neck and roll the sleeves down so nearly all of their body is covered up aside from their head.
  • Empowered Badass Normal: Beyond the Cast from Lifespan abilities granted by their Talisman, unlike their targets, the Student is merely an extremely skilled practitioner of Kung-fu with a Combat Pragmatist streak a mile wide. it's more than enough for them to handle their targets and the legion of Mooks and other obstacles standing between them. An extremely skilled player is fully capable of traversing the whole game at age 20, without relying on the talisman's powers at all. Appropriately, unlocking the True Final Boss fight with Yang has them discard the talisman and embrace their mortality, in so doing succeeding in beating Yang though purely their own deeper understanding of Kung-Fu from their ordeal and their tenacity, losing their health bar (and the ability to get killed at Yang's hands during gameplay) but falling dead from their injuries as soon as they avert the lethal Finishing Move that would have ended Yang's life in turn.
  • Good Is Not Soft: Tying with their Anti-Hero status. While their main beef is with the Dawn Group, the Student can be just as brutal in their takedown of the antagonist's underlings. Depending on your actions, the Student can savagely beat them down with kung-fu or any weapon they happen to come across. They can also do this to every enemy they encounter, including those who are Affably Evil, such as Kuroki's security detail in the museum who repeatedly warn the Student to turn back.
  • Grapple Move: The "Directional Throw" technique which can only be used while an enemy is stunned. As the name implies the Student can shove an enemy in any direction they want making it useful when crowded and/or if you want to do extra damage and structure damage. Using it near certain objects like tables or railings can have the Student perform certain unique environmental attacks for extra pain.
  • Incompletely Trained: With their Sifu having perished before they could learn more advanced techniques from him, the Student has been stuck polishing the fundamentals and whatever information they could scrounge up from the ruins of their former home, resulting in a comparatively grounded and guarded style compared to those used by the various bosses, and even some of the basic enemies. Yang even taunts them with some of his moves by showing his complete moveset.
  • Kick the Dog: Some of the goons they encounter are under orders to just let them pass through certain areas or will willingly back down after witnessing the Student kick their fellow goons' ass. The Student can choose to just beat them down anyway.
  • Might Makes Right: Wude combined with martial arts excellence should theoretically allow a warrior to end life-or-death fights without killing. This is the key to unlocking the True Ending.
  • No Name Given: We never learn what their name is, not that it ever matters.
  • Obi-Wan Moment: In the True ending, when Yang takes the Talisman and winds up for his finishing blow, the Student calmly closes their eyes and lets him hit them. This proves to be the key to their ultimate victory, as mastering Wude allows them to keep fighting long enough to win.
  • Old Master: Regardless of gender, a Student in their sixties or seventies is rather fragile, but no less dangerous in their pursuit for revenge.
  • Perpetual Frowner: They never seem to be happy though their dedication to wreaking vengeance and the resulting dangerous encounter probably doesn't give them much of a reason to be. It's only when choosing to spare the lives of the Dawn Group members after killing Yang once that they ever smile.
  • Purely Aesthetic Gender: No matter what gender you choose, the gameplay and story are still the same.
  • Revenge: Yang killed their family and even them, so they're out to destroy the Dawn Group altogether with their bare hands if they have to.
  • Rapid-Fire Fisticuffs: The Student's signature moves are often the rapid punch combos thrown at their enemies. Justified, as their Sifu taught them as well as Wude mentioning that the superior fighter's hands "go out like lightning" and cause the enemy to lose the motivation to fight.
  • Reverse Grip: The Student holds all club-type weapons so that they run backwards up their arm. This leads to some interesting moves as some of their strikes come out as curving flicks and two-handed strikes with the other hand using a traditional hammer grip, and allows the Student to create neck locks and Punch Parry with the pommel. While they use knives with a traditional grip, some Takedown animations have also have them switch to an icepick grip to make a killing strike at close quarters.
  • Roaring Rampage of Revenge: The entire game is the Student beating down every thug or goon they come across to hunt down the Dawn Group, and they will not stop until they are all dead.
  • Shut Up, Hannibal!: The Student can attack monologuing opponents to get some quick and dirty damage in early.
  • Slashed Throat: They are killed this way by Fajar in the prologue, getting revived by the talisman in the aftermath, allowing them to spend the next 8 years polishing their Kung-Fu for the sake of revenge as their targets justifiably believed them dead for good.
  • Unscrupulous Hero: Especially in the initial playthrough where being able to take out enemies quickly so as to not be overwhelmed by them via lethal stabbings or throwing them off of ledges is heavily incentivized. It reaches its peak with the fight against Yang where after all but defeating him by breaking his arm, the Student mercilessly beats him to death anyway.
  • Time Travel: While the primary function of the Talisman is to revive them from death at the cost of aging them a gradually increasing amount of years, it's implied to also give them a form of Reset Button with some convenient permanent changes. Though being able to redo previous levels at a younger age and being able to return back home after dying past age 70, with all permanent upgrades unlocked, could be chalked up to simply elements of the video game, any new knowledge they gain and items they pick up in the levels will always be permanently added to their Detective Board. Frequently a level will have some sort of locked door or object that cannot be opened at all until they pick some sort of key either later in the level or in a completely different later level altogether. Thus, the only way they'd be able to use any of those keys is if they found it after killing the Dawn Group member in the level and reverting back to when the member was alive so they can go through the level after the first attempt and using the keys then. This is perhaps most prominent after defeating Yang the first time in which The Student realizes that they regret killing the members of the Dawn Group. Suddenly, the Talisman starts glowing and The Student is back at home, 20 years old again at the start of the game but now you have not only all the new skills and information from later levels, you now have the option to spare the members of the Dawn Group.
  • Vengeance Feels Empty: The realization after having finally killed those responsible for their master's death. It brought them no peace, and went against everything the Sifu taught them. This is what allows the Student to spare the Dawn Group in subsequent playthroughs.
  • Weak, but Skilled: In terms of physical ability and combat prowess, the Student starts off as being rather weak and can easily be taken down by virtually almost every enemy in the game. On the other hand, the Student likewise grows from each encounter and can develop new abilities, either by dying or leveling up at a shrine.
  • When They Smile: They show an earnest smile every time they spare the lives of the Dawn Group members.
  • You Are Already Dead: When Yang uses a deadly punch on you in the Good Ending, you shrug it off, as you have accepted mortality, causing you to linger on a bit more until you attempt to use the same punch on Yang. You then drop dead.

    The Sifu 
Voiced by: Nicholas Goh

The master of the Student's dojo, and their father. He once trained Yang, but expelled him for unknown reasons. His death at Yang's hands is what kickstarts the Student's Roaring Rampage of Revenge.


  • Cool Old Guy: From what little is known about him, he was a caring father to the Student and was a talented martial artist. Sadly, this does nothing to help him when Yang comes and slaughters all of his students.
  • Create Your Own Villain: As revealed near the end of the game, Yang's turn to villainy was because the Sifu expelled him for trying to steal the Talisman to revive his dead family.
  • Dark Is Not Evil: The uniform of his school is black with orange colored belts and his own attire on the day of his death is dark gray trousers and a red dress shirt. Yet as far as we can tell, he was a caring father to the student and a diligent, honorable teacher.
  • Mirror Boss: Taught Yang everything he knows so it's unsurprising that he fights exactly like him while you're playing as Yang in the prologue. On a first time playthrough, he'll almost certainly be using attacks in your arsenal that you weren't even aware you had.
  • No Name Given: Much like the Student, their name is never stated once.
  • Old Master: He's visibly quite advanced in age, somewhere in his 40's or 60's with a young child of about 12 years old. He's still capable of holding his own against Kuroki and Jinfeng at the same time, facing down all the five at once without any hint of nervousness, and giving Yang a hard time when he tries to kill him in revenge. In the end, it's only because of how vastly overpowered Yang is that he is beaten, implied to be the rest of his age catching up to him against a younger fighter with near-equal skill in a protracted fight.
  • This Is Unforgivable!: Discards his Wude after The Dawn Group slaughters his students. He does so for the chance to put down Yang, who he believes is now too dangerous and unhinged to let live, and for the sake of protecting both the Talisman and his child.
  • Unwitting Instigator of Doom: He expelled Yang because the latter stole the Talisman in an attempt to revive his family, stating that Yang's job was to protect it, not abuse its power. Had he not done this, Yang might not have followed through with Jingfeng's plan that culminated in the Sifu's death.

The Villains

The Dawn Group

    In General 
https://static.tvtropes.org/pmwiki/pub/images/sifubosses3.png
The Dawn Group, 8 years prior.note 
The antagonists of the game. Coming from all walks of life, they have since taken up residence in various parts of the city and hold considerable influence following Yang's murder of his former master.
  • Color-Coded for Your Convenience: Every member is associated with a different color which often dominates the color-schemes of the various areas they're found in:
    • Fajar — Green
    • Sean — Red
    • Kuroki — Blue
    • Jinfeng — Yellow
    • Yang — Brown
  • Dark Is Evil: All five wear black clothing as they raid the Sifu's school and murder him and everybody else inside, including the Student, who was just a child at the time.
  • Element No. 5: They each represent one of the five Elements of Eastern philosophy: Wood (Fajar), Fire (Sean), Water (Kuroki), Metal (Jinfeng) and Earth (Yang).
  • Equal-Opportunity Evil: Although the group is primarily made up of Chinese Kung Fu masters (Yang, Jinfeng and Sean), they have Japanese (Kuroki) and Indonesian (Fajar) members as well.
  • Even Evil Has Standards: When Yang orders Fajar to kill The Student in the opening, everyone but Yang look away at the moment the child would've suffered a Slashed Throat (Fajar doesn't even want to look at his victim), implying the group would prefer to avoid such kills normally.
  • Final Boss, New Dimension: When fighting each of the targets, they're already initially fought in surroundings atypical to the locations you face them in, but upon breaking down their first health bar and reaching their second stage, they suddenly display mystical abilities, warping the surroundings into an Acid-Trip Dimension based around their element, giving them an increased combat advantage in Fajar's case. With their deaths, the surrounds revert back to normal, at least in the case of Kuroki, who is the only one killed in a way that doesn't Smash to Black. The only exception to this is, ironically, Yang who instead hits the protagonist and somehow forces them back into the courtyard on that rainy day they killed their Sifu, creating a Bookends situation against the Student's journey. It's unclear in that case if it's actually happening, or if the situation is reminding the student of their trauma so much that they're mentally re-creating the night it happened.
  • Final Boss Preview: Of a sort. The prologue has Yang tear through the Dojo, giving the player A Taste of Power. The tutorial that takes place simultaneously with the Title Sequence has The Student face off against shadowy apparitions based on the Dawn Group's appearance during the raid on the Sifu's home. With the exception of Fajar's shadow using the fighting style of generic mooks, they're all using the same moves that they use during the actual boss fights against them later in the game. This is most noticeable with Kuroki and Jinfeng's shadows whose complex attacks and patterns would be pretty dangerous if it wasn't a tutorial where The Student can't even die.
  • Five-Man Band: Yang, Jinfeng, Kuroki, Sean, and Fajar are 5 highly skilled and extremely dangerous martial artists, who once teamed up to murder an entire school of innocent martial arts students, their sifu, and a 12-year-old child to try and steal and seek vengeance for a magical talisman.
  • Gotta Kill Them All: The primary goal is to take them all down.
  • Guys Smash, Girls Shoot: They're all highly skilled at close-range combat but all the men tend to be purely close-range fighters compared to the women whose unique weapons let them fight foes from a distance better:
    • Kuroki's 3-section staff skills gives her a more range than the likes of Sean's staff. When she switches to Kunai in the second phase, she relies heavily on throwing them at The Student from afar en masse.
    • Jingfeng's meteor hammer effectively makes her the most skilled at keeping The Student at bay with devastating long-range strikes.
  • Heel–Face Turn: While Kuroki has already renounced her ways of violence, the path to the true ending implies this to be the case for the Dawn Group after the Student spares them. At the very least, all members sans Yang look at the Student in confusion and shock for their actions, and the next shot shows a scene relating to the characters: Fajar's is a little teapot with a tree, Sean's is the broken and burnt remains of the sign of his dojo, Kuroki's is the doll she snapped and her kunai, and Jinfeng's is her meteor hammer and a bell.
  • Humble Pie: The true ending is to teach them with Wude how weak they are compared to the Student by sparing them after having them at their mercy twice during their fight, leaving them shocked and broken. Yang gets hit by it the most as even after using his Touch of Death attack the Student keeps beating him only to hold his finishing blow before collapsing, showing he surpassed Yang.
    Sifu: He who has Kung Fu and Wude lets the other know he can break him. His fists fly out like lightning, and the other doesn't want to fight him anymore.
  • Retired Monster: Kuroki, Jinfeng, and Yang attempt to become these, passing themselves off as legitimate members of the community while still being secretly as arrogant and murderous as they were in the prologue. As for Fajar and Sean...
  • Sensei for Scoundrels: They've all taught their underlings martial arts without much in the way of restraint or Wude.
  • Sinister Silhouettes: In the prologue where the Student trains rigorously for their single day Roaring Rampage of Revenge, they fight all 5 of the Dawn Group, overlapping with Final Boss Preview as everyone but Fajar (who's seen using the standard Mook moveset instead of his kick based style) uses their own fighting style. Justified as to why they're seen as shadows; The Student only remembers them in their black clothes when they raided the Dojo. Also happens several times for each boss.
  • Two Girls to a Team: Count both the younger Kuroki and the older Jinfeng as part of their group.
  • Use Their Own Weapon Against Them: When the protagonist executes the bosses to avenge their parent, they always make sure to do so using their own weapon, or technique in Yang's case.
  • Well-Intentioned Extremist: Jinfeng and Yang profess that the group took the power of the elemental talismans to use for the common good. In practice, the claim is a little more dubious. Fajar used his talisman to become a drug kingpin, Sean runs a Fight Club-esque cult, Kuroki only began to run a Museum with an Art Gallery to vent out her grief for her sister, and Jinfeng became one of the wealthiest people in the world with an ambiguous and rather unknown, though philanthropic, mission statement. Yang is the most outwardly benevolent of the five, but people are still said to occasionally "disappear" from his clinic.

    Fajar, the Botanist 
Voiced by: Dan Li

The first of the Student's five targets. Wild and vicious, Fajar became a powerful drug lord after the Dawn Group's murder of the Sifu and has secluded himself in the The Squats.


  • Alas, Poor Villain: Fajar has such a look of pure, uncomprehending terror on his face when he's about to be executed by the student that the player might conceivably end up feeling sorry for him.
  • Ax-Crazy: Based on the few Junkies in the Squats willing to speak to the Student, Fajar apparently has the reputation of being something of a lunatic. Admittedly, his first response to noticing someone is simply walking into his room while he's tending to his plants is to immediately chuck a gardening tool at them with deadly precision and without any sort of warning.
  • Badass Longcoat: Initially wears a very ragged duster, but he ditches it for his second phase.
  • Barbarian Long Hair: Fajar has horribly unkempt hair, and really makes him look like a barbarian.
  • Beard of Evil: Sports a simple goatee in the prologue. By the time of the game proper, it's fully grown into a deranged "wild man" beard.
  • Boss-Arena Idiocy: A very mild case; while his bamboo forest is primarily for his advantage, it also means that you can find Bamboo sticks to beat him with.
  • Drugs Are Bad: Following the murder of the Sifu, Fajar became the kingpin, or at least the head of production, of a plant-based illegal drug that he uses his supernatural Green Thumb to grow. Most of the enemies in this level are, appropriately enough, his thugs, factory workers, or junkies roped into the violence.
  • Earthy Barefoot Character: Doesn't wear shoes, and is the one with the plant based talisman.
  • Expy: Fajar shares a lot of similarities with Prakoso from The Raid 2: Berandal: a laconic, machete-wielding Southeast Asian assassin with Barbarian Long Hair who fights with silat-like high kicks.
  • Extremity Extremist: When unarmed in the first phase, he mostly fights with swift kicks. He's almost guaranteed to start his boss fight with a big jumping axekick after launching off one of the planters in the room.
  • Evil Genius: Fajar, as wild as he is, has a rather tricky and dirty fighting style, and he's the man in charge of making the drugs, a role that involves high intellect.
  • Flat Character: Unlike the other bosses, Fajar receives little characterization beyond being a crazy, mute drug dealer with power over plants. The most we get in terms of background information is that he suffers from some unspecified illness that Yang is helping to treat, but even this is never elaborated on.
  • Degraded Boss: To an extent. Generic "Gangster" mooks from The Museum onwards start carrying around large knives similar to his machete and rely on similar unblockable swings to him though they're less skilled.
  • The Friend Nobody Likes: Fajar doesn't appear to be well liked by his own gang, as they openly consider him a crazy freak and seem to only value him (or at least his botanical powers) as a tool for producing their drugs. It's implied he's not too respected in the Dawn Group either; Sean, The Brute, only refers to him as "The Mute" during the second portion of his fight with the Student, implying he cared as much about Fajar as the latter's own lackeys. About the only one who seems to care about him as a person is Yang, who is the only one allowed to visit him for treatment.
  • Good Powers, Bad People: Briefly shown using his powers to instantly grow a sprout out of some soil. Yet he primarily uses his gift to manufacture and distribute an addictive drug.
  • Green Thumb: Fajar has powers over plants that he uses to create a bamboo forest to ambush the player with. He'll also sprout bamboo stalks to jump off of for aerial attacks as well as sprout them beneath himself to quickly launch himself out of view as an unconventional form of Villain Teleportation. Outside of combat, he seems to be using it to single-handedly jumpstart and supercharge the production of an illegal drug harvested from the plants he grows.
  • It's Personal: The Student makes a point of going after him first, because he's the one that slit their throat as a child.
  • King Mook: To the basic "Gangster" enemy variety, in the way his well-rounded yet basic unarmed skills make him comparable to the way the mini-boss Gangsters fight though his technique is obviously much faster and more complex with a few completely unique techniques involving using the environment around him to catch you off guard.
    • His second phase mixes things up with his machete techniques and unique bamboo forest ambush tactics. From a certain perspective, the blade-wielding Gangsters later in the game can be considered weaker less skilled versions of him.
  • Kubrick Stare: Using photomode during the fight against him (or in training mode) will show that this how he looks at the Student in his idle stance with his head down and eyes facing forward. In the second phase, he adds a perpetually snarling look on his face to it.
  • Machete Mayhem: Favors one as his primary weapon granting him attacks that can damage you through your block making it more viable to properly dodge or parry his machete swings. It's the very same blade that kills you in the beginning. However, he doesn't pull it out until the second phase of his boss fight.
  • Meaningful Name: "Fajar" means "dawn" in Arabic, alluding to the group he belongs to.
  • Obviously Evil: Probably the most sinister-looking of the group when introduced with his unkempt appearance and complexion and constantly manic-looking eyes. The tattered clothing he dons in the present day only further make him appear as an extremely shady individual.
  • Oh, Crap!: Owing to the personal nature of this kill, the Student draws out Fajar's death long enough for him to realize that he's in an inescapable situation. He may have no words for it but the look of terror on his face says it all.
  • Silent Antagonist: Described by Sean as "The Mute", and as mentioned above, lacks the ability to speak, only letting out grunts and growls.
  • Starter Villain: He's the first boss the protagonist goes after.
  • Token Evil Teammate: Of the whole group, the other being Sean. He uses his powers to become a drug kingpin.
  • Use Their Own Weapon Against Them: Is beheaded with his own machete.
  • Walking Shirtless Scene: The second phase, where he drops his coat and fills the surrounding warehouse with bamboo.
  • Warm-Up Boss: He's no push-over by any means but his tactics are quite a bit more predictable than what later boss fights throw at you.
  • Wild Man: Fits the archetype for one. He has a scrawny build, a mangy, unkempt appearance and what little clothing he wears is tattered and mossy. He also favors a machete and his stolen talisman gives him control over plants. The second phase makes it even more explicit, when he creates a spontaneous bamboo jungle to hide in and ambush you from.
  • Would Hurt a Child: Almost willing to slit the throat of a defenseless 12-year old with a machete because they are a witness to their murder of the Sifu. Almost because he's seen flinching and averting his gaze as he kills them.

    Sean, the Fighter 
Voiced by: Kevin Shen

The second of the Student's five targets. The biggest of the Dawn Group, and effectively the muscle. Has a Philosophy that only the best can succeed. Owns a club which is actually a Dojo the further you get into it, and runs a Fight Club-esque cult known as The Burning.


  • Aerith and Bob: Sean's distinctly Westernized name stands out among the antagonists.
  • Affectionate Gesture to the Head: Just about the nicest thing he ever does is pat his newest recruit on the head as he tells them to leave so he can fight The Student... and this is right after he just used his powers to burn scars into said recruit's arms as the final part of initiating him into The Burning.
  • Arrogant Kung-Fu Guy: Fills the game's quota nicely. He scoffs at anyone he sees as weaker than him, and makes sure to impart this mindset onto his own students, painfully. Tellingly, the only one he seems to have any sort of respect for is Yang.
  • Bandaged Face. His face and torso are bandaged when The Student catches up to him in his dojo, presumably as a consequence of his fire powers.
  • Battle Amongst the Flames: While most of the fights in the second half of The Club take place in what seems to be a traditional Chinese village set aflame, the second phase of his boss fight has him set the arena completely ablaze apparently burning the ceiling away completely.
  • Blood Knight: Obsessed with proving his own strength by fighting, and expresses disappointment that the students at your father's dojo don't provide a better challenge.
  • The Brute: He's the second of the 5 you meet and is the biggest out of them all (perhaps just as tall if not taller as the Bodyguards or Juggernauts), and he runs a dojo with the emphasis on PAIN.
  • Covered with Scars: Bandaged, but eventually revealed in the second half of the fight, particularly on the left side of his body.
  • Heroic Build: Despite being far from heroic, Sean sports this, being tall and muscular, fitting for a classic hero.
  • Jerkass: Has a morbidly violent obsession with being strong and is pretty damn callous towards people he considers weak. When The Student interrogates a tech guy working at his club if he's friends with Sean, the man offhandedly notes that Sean doesn't seem like the kinda guy who has any friends at all.
  • King Mook: Justified, as all of the "Disciple" type enemies are his students and fight similarly to him especially if they get their hands on a pole weapon of some sort. They even resemble him in a way, all having tall, muscular builds, black and red clothes, and bandages on their arms, presumably to cover up the scars that Sean burned into them.
  • Macho Masochism: The final step of the Burning is Sean scorching scars into his new recruit's arms. Sean's bandages imply he had also done it on himself.
  • Martial Arts Staff: Gets lit up when he smashes his cigarette. Otherwise, it's just a standard martial arts staff with some cool designs.
  • Matchstick Weapon: Sean will light the ends of his staff on fire in phase two of his boss fight. It doesn't actually do anything gameplay-wise, but it looks pretty rad.
  • Not Bad:
    Sean: You're almost as good as Yang. I thought he was unchallenged at that old bastard's school.
  • Pet the Dog: In The Museum, The Student theorizes that the oddly tight security is a result of Sean managing to warn Kuroki ahead of time. That said, there's no real confirmation. If anything, it's more likely that it was Jinfeng's fault considering the surveillance room in The Tower.
  • Playing with Fire: Sean displays pyrokinesis, which he uses to mark successful disciples on their arms and uses against you by setting his staff on fire.
  • Red and Black and Evil All Over: Wears red and black clothes which are also the some colors present on the uniforms of his Disciples.
  • Red Is Violent: Strongly associated with the color red and is the most openly violent of the members of the Dawn Group to the point of simply being known as "The Fighter".
  • Self-Made Orphan: His father was one of the Sifu's fellow King Fu masters and a fellow Guardian who was killed around the time of the Sifu's own murder. The Student doubtlessly believes Sean had a hand in it.
  • Signature Headgear: Wears a hoodie and baseball cap during the assault on the Sifu's dojo. He wears a similar hooded jacket and baseball cap in modern times though he discards it right before you fight him.
  • Sinister Silhouettes: A lot more explicit for him in his Club. He often appears before the Student and teases him by promptly leaving before the big fight. Several of his silhouettes are prominent throughout the club, and one of them is a Bait-and-Switch Silhouette where you fight one of Sean's disciples instead.
  • Slouch of Villainy: Shown leaning back when seated on his chair as his newest recruit pledges his loyalty to him.
  • Smoking Is Cool: Has a cigarette between his lips when you fight him in the first phase. He drops it, and promptly smashes it with his staff, somehow managing to light up the entire dojo.
  • The Social Darwinist: He disdains physical weakness and one of the core tenets of his school is that it is the natural order for the strong to purge the weak from existence, something his disciples have taken to heart. On the true ending path, the Student's unspoken rejection of this toxic worldview (by sparing his life after completely besting him physically) humbles him into giving up.
  • Thug Dojo: Runs one within his nightclub, and he even runs a little Fight Club within said nightclub for those who are itching to fight.
  • Token Evil Teammate: He's this for the group's three Chinese members, and shared with Fajar for the group as a whole. While Yang and Jinfeng both have sympathetic motives and claimed to want to use their powers for benevolent purposes (healing and philanthropy, respectively), Sean only values physical prowess and was willing to wipe out The Guardians (including his own father) and steal the talismans simply to make himself a more powerful fighter.
  • Turns Red: Literally. In the second phase of his fight, as his health and structure depletes, his whole torso catches on fire and he becomes faster and more aggressive.
  • Tsurime Eyes: The most noticeable, as his eyes are narrow, and slant downwards, showing his contempt for the weak.
  • Use Their Own Weapon Against Them: Has his head smashed in with his own staff.
  • Villain Respect: Towards the Student, to an extent. Should you make it to his second phase (and not interrupt him), Sean sounds impressed and calls the Student "almost as good as Yang". Sean also follows this up by saying he thought Yang was unchallenged and calls Sifu an "old bastard", suggesting he sees the Student as a better fighter than their own master.
  • Villainous Cheekbones: His cheekbones are significantly more prominent, and gives off that arrogant Jerkass vibe.
  • Wake-Up Call Boss: A stark contrast from Fajar, as he's sure to give you trouble the first time you clash with him.
  • Walking Shirtless Scene: For both phases. He only has tapes wrapped around his body in the first phase, which get burnt up as he smashes his cigarette and sets the whole dojo on fire.
  • Wreathed in Flames: In the second phase after smashing his cigarette and burning up his dojo, his body and staff become this. They don't actually do much beyond the Rule of Cool.
  • You Have GOT to Be Kidding Me!: If you break his Structure, but don't finish him off, his response is a confused, "Is this a joke?"

    Kuroki, the Artist 
Voiced by: Kristy Rider

The third member of the Dawn Group. Following the death of the Sifu, Kuroki has long since abandoned her criminal past and now holds the modest profession of a renowned artist and owns an art gallery.


  • Angsty Surviving Twin: Investigating Kuroki's private studio reveals that she had a twin sister who was taken from her. It clearly left a mark on her, and she channeled her grief into many of her art exhibits, especially those in the latter part of the stage.
  • Battle in the Rain: The second phase of her boss fight takes place in atop a stormy ocean with rain beating down for the rest of the fight.
  • Confusion Fu: Her first phase is reliant on long, elaborate, yet quick strings of attacks that switch between high and low attacks nigh constantly making it very difficult to avoid taking damage. Other Boss Fights have access to both high and low attacks but her combos mix them up more than any other making her one of the trickiest foes in the entire game.
  • Death by Irony: Kuroki's studio has a self-portrait of her holding her dead sister with a kunai at her chest, indicating that she was made to kill her. Kuroki's own death involves the student guiding Kuroki's alter ego's kunai into her own chest, with the end result being that Kuroki not only killing her "sister" a second time, but finalizing the revenge quest that she had abandoned.
  • Dies Wide Open: Killed off by having her own kunai forced through her chest while staring at the Student in shock. That same expression remains on her face as her body falls back onto the snowy ground.
  • Elemental Motifs: Kuroki and much of her gallery are themed heavily around water, and to a lesser degree, ice. Her boss fight starts in a snowy clearing at the tail end of a small river, while the second phase projects you to the middle of a stormy ocean.
  • Expy: She's likely based on Oyuki, the protagonist of Lady Snowblood, having a near-identical backstory of taking vengeance on the Yakuza who killed her parents, similar appearance and a very close-sounding name.
  • Flechette Storm: In her second form, Kuroki is prone to tossing out fans of kunai to play keepaway with the player.
  • Katanas Are Just Better: Statues deeper into her art gallery depict one woman with a katana stabbing another very similar looking wielding kunai. Their strong resemblance to Kuroki herself make it uncertain whether she ever used one in the past.
  • King Mook: Arguably to the all-female Flashkick enemies having the same slender build as them and her first phase specializing in long, elaborate strings of graceful attacks that deftly mix in damaging high and low attacks that make it especially difficult to avoid taking damage. Averted for the second phase in which she fights completely differently.
  • Last Chance to Quit: Tells the Student that, although she empathizes with their desire for vengeance, she truly doesn't want to fight them and warns them to leave.
  • Making a Splash: Sort of if downplayed considering she's rife with water imagery. Trying to fight her second phase outside of her Boss Room either through mods or the in-game training mode and will show that she has water effects accompanying her movements even when the floor isn't covered in water like it is during said fight. While possibly just an oversight that doesn't really need correcting, the animation of her high jump into a kunai throw does give the impression of the water propelling her into air similar to a trick Fajar uses in his second phase with bamboo trees.
  • Psychological Horror: The final exhibit at The Museum delves into this with the way The Student is suddenly thrust into a bizarre set of bright technicolor rooms where the music becomes rather muted and everyone is reduced to vague shadows that don't utter a single word as we get more insight into Kuroki's troubled psyche and the trauma she's endured in the past. Not to mention the many geisha statues in these odd rooms, of which a number are actually real women dressed as geisha pretending to be said statues to get the jump on The Student.
  • Reformed Criminal: Unlike Fajar and Sean before her, Kuroki has long since renounced her life of violence, and has instead become a very successful modern artist with her own gallery. This doesn't mean she's gotten rusty since she left Yang's group, and she can easily kill you if you are unprepared. Despite leaving a life of violence and bloodshed behind, it's implied that Kuroki is still in touch with the Dawn group. One of the notes on the student's investigation board in Kuroki's files reveals Sean's warning them of the Student's arrival, which explains Kuroki's security showing up at the start of the level with weapons with an intent to corner and kill the Student. When you reach one of the gallery rooms on the second floor, one of the enemies will recognize the student as the one that killed Sean and threatens to kill the Student for that.
  • Sinister Silhouettes: Several of the Flashkicks pretending to be Kuroki in some of the Museum's foggy exhibit this appearance.
  • Split Personality: It's implied that Kuroki developed one following the death of her twin. She comes out to play in the second half of her boss fight and is far more savage and merciless compared to how Kuroki initially is.
  • Stock Ninja Weaponry: Starts the fight using a 3-section staff with blades on both ends, but switches to the kunai in her second phase. During the raid on the Sifu's dojo, she used a more standard 3-section staff without blades.
  • Stringy-Haired Ghost Girl: Her One-Winged Angel appearance in the second phase of her fight evokes this. Her clothes and hair invert in color and she sports a frightening Slasher Smile throughout. It's implied to be her Split Personality taking over.
  • Token Good Teammate: Of the Dawn Group she has the cleaner record. Fajar and Sean both used their spoils of the raid for evil, Jinfeng, though a philanthropist later in life, willingly betrayed the Guardian order she was a part of to attain that wealth and Yang orchestrated the massacre and killed the Sifu personally. Kuroki just retired as an artist and empathizes the most with the Student.
    • The same applies to her security guards who are among the only enemies in the game to try and tell you to give up and leave.
  • The Unapologetic: To an extent. Kuroki feels remorse for her own Roaring Rampage of Revenge and retired to a peaceful life, but never goes as far as apologizing to the Student for the role she had in their father's death. Her redemption is selfish, concerned more with her inner peace than it is with making amends to those she has wronged. The focus on water and rain reinforces this; she believes she can wash away her past sins without ever attempting to really atone for them.
  • Use Their Own Weapon Against Them: She's killed by being stabbed in the chest with one of her kunai. Catching her thrown kunai out of the air and throwing them back at her also makes her second phase much easier.
  • Vengeance Feels Empty: It's implied that she took revenge on her sister's killer, but whatever satisfaction it brought her was hollow and the pain evidently lingers. She also warns the Student that their own quest for vengeance will end up the same way.
    Kuroki: That feeling of vengeance... it will not cease here. I speak from experience.

    Jinfeng, the CEO 
Voiced by: Daphne Cheung

An old woman, but no less capable in combat like the rest of her group. Once a downtrodden woman who became a skilled martial artist, she is now the CEO of a powerful corporation.


  • Blade on a Rope: Her weapon in the prologue. Switched out for the Epic Flail by the time The Student comes for her.
  • The Dragon: Downplayed. It's implied that she used her position among the Guardians to help plan their betrayal of the Sifu, making her more important to the plan than the other members of the Dawn Group when they worked together. Come the modern day, the group is largely disbanded meaning she no longer fits this role.
  • Epic Flail: Her meteor hammer is this. The "head" is shaped like a bell. Eight years prior, it was actually a Blade on a Rope.
  • Face–Heel Turn: She was originally part of The Guardians, sworn to guard the Talismans, and The Student notes that she was always respected among the city's Kung-Fu masters for her unwavering dedication to justice and protecting the poor and helpless. They are therefore confused as to why she would be an accomplice to their father's murder.
  • Fiction 500: Though what she and her company do is unclear, they are stated to be one of the most powerful and influential in the world.
  • Freudian Excuse: Her poor upbringing and altruistic attitude were the reason she betrayed The Guardians, as she had come to see them as squandering gifts that could be better served helping people.
  • Glass Cannon: Her stamina is abysmal compared to every other boss, barely surpassing that of the average Elite Mook. Good luck getting close enough to wear her down, though.
  • Handicapped Badass: Jinfeng only has a single arm but is still plenty deadly with a meteor hammer. Hell, even her unarmed kicks and hand strikes with her remaining arm dish out some impressive damage.
  • Honest Corporate Executive: While she gained her immense wealth by conspiracy and questionable means, she has nevertheless used it to develop poorer areas of the city, investing in schools, hospitals and infrastructure, and genuinely seems to want to use her powers and good fortune to benefit the people.
  • Light Is Not Good: She wears a white and gold qipao, befitting her status as a powerful executive, and The Tower is similarly bright and gilded, but she's still quite dangerous.
  • Long-Range Fighter: Her meteor hammer gives her an intimidating amount of reach with which to attack and pressure you, but she has few defensive options once you close in.
  • Never Mess with Granny: Jinfeng is extremely long in the tooth, but like the protagonist after far too many bad encounters, this does not stop her from being extremely deadly and capable of kicking ass like the rest.
  • Non Violent Initial Confrontation: Jinfeng's stage begins with her calling you up to her office for a short meeting, with no one (except for one disgruntled Salaryman in the elevator) raising a hand against you unless you provoke them. After this little chat however, she uses her powers to teleport away, leaving you to deal with her security.
  • Oh, Crap!: Like with Fajar, her death is protracted enough for her to realize she's in an inescapable situation.
  • Rags to Riches: Born into poverty and lost her family and arm to criminals at an early age, trained in Kung-Fu and became the master of her own school, then eventually became a wealthy CEO and philanthropist.
  • Sinister Surveillance: Her security team has a large surveillance room revealing that they have apparently been monitoring your actions since your crusade began in The Squats.
  • The Smurfette Principle: The only female among the city's Kung-Fu masters, and therefore, among the Guardians. Averted with the Dawn Group, where she stands alongside Kuroki.
  • Token Evil Teammate: Not for the Dawn Group but rather among the Guardians. Deep beneath her Tower is a room filled with information pinned on the walls relating to the now-deceased Guardian Kung-Fu masters suggesting that she had betrayed her fellow Guardians to help the Dawn Group eliminate them all including the Sifu.
  • Use Their Own Weapon Against Them: Strangled to death with the rope of her own meteor hammer.
  • Well-Intentioned Extremist: Professes that she betrayed The Guardians, and by extension, the Sifu, because she wanted to use their powers to benefit the common and underprivileged, and believed that they were arrogant and shortsighted to keep the gifts locked away for themselves. However noble her intentions were to begin, however, she still used betrayal and murder to gain her powers, and used her wealth and resources to first put herself in an ivory tower.

    Yang, the Leader 
Voiced by: Matthew Leonhart

The Big Bad of Sifu and a former disciple of the Student's father and master. He was expelled for unknown reasons, and later returned with the Dawn Group, slaughtering his former master's students, the sifu himself, and ordered the Student's death. He is the last of the Student's targets.


  • The Ace: Implied to be unchallenged at the Sifu's school by Sean. He ain't wrong though, as Yang is seen decimating the students in the prologue, and is the biggest challenge the Student faces yet.
  • Anti-Villain: Felt that the Guardians were locking away powers that could benefit the populace. The newspaper clipping of his Sanctuary has him quoting that there should have been a place for healing like this long before he built it. His reasons for stealing the Talisman are also for non-malevolent (but still selfish) reasons, as all he wanted was to use it to bring back his dead family.
  • Arrogant Kung-Fu Guy: Not to the same extent as Sean, but he can taunt as audaciously as the Student during lulls in his boss fight, including about using techniques The Sifu never had a chance to teach them before Yang killed him.
  • Attack on the Heart: His Dangerous Forbidden Technique is essentially this. He initially uses it on the Sifu in the intro of the game, before either dying to it when the Student uses it against him, or giving the Student a delayed death with said punch before reviving the Student.
  • Badass Normal: Compared to the other four, Yang uses neither weapons nor the talismans' power to give himself an advantage. He's simply very, very good at kung-fu.
  • Barbarian Longhair: He's had long flowing hair extending below his shoulders even back when he had first murdered the Student's father eight years prior. In the present, it's greying with age and somewhat more frayed than it used to be.
  • Bare-Fisted Monk: In contrast with the other bosses, Yang fights solely with unarmed martial arts.
  • Bested by the Inexperienced: Normal Ending playthroughs have him fall victim to the "Cheap Shot" variety, where his attempts to steal the Talisman mid-fight allows the Student to break his arm, with the resulting pain and his opponent's lack of mercy opening him up to a lethal No-Holds-Barred Beatdown.
  • Big Bad: The guy who killed the Sifu in the beginning. The 5th and last of the Dawn Group you meet.
  • Cain and Abel: While not related by blood to the Student, this element is present in their relationship, as Yang mentions helping train the Student as the senior disciple in their dojo before things went to hell. He also refers them as "Little Brother/Sister" just before their climactic duel.
  • Contractual Boss Immunity: Yang is completely immune to your powerful, unblockable Focus Attacks, forcing you to rely solely on your regular attacks and abilities.
    • The Directional Throw technique is also completely ineffective on him as well as he'll simply counter any attempt to use it on him while he's stunned.
  • Create Your Own Hero: Yang killed Sifu and everyone in the dojo to avenge the death of his family and take the tailsman as well as order Fajar murdered the Student in the cold blood ( latter getting revived by the talisman in the aftermath), this will bite him back when they spend the next 8 years polishing their Kung-Fu for the sake of revenge to beat down every thug or goon they come across to hunt down the Dawn Group, and they will not stop until they are all dead, especially Yang.
  • Even Evil Has Loved Ones: As revealed near the end of the game, Yang had a family and loves them dearly. Key word: had. He tried to steal the talisman to bring them back to life, but the Sifu, honorbound to protect it, expelled him for his attempt.
  • Fights Like a Normal: The only supernatural ability he demonstrates is the ability to heal others which doesn't have much combat application. He still manages to be the best fighter in the Dawn Group because he's that good at kung-fu.
  • Final-Exam Boss: Justified, as he went to the same dojo and was taught by the same Sifu as you did. Well, 8 years ago. But he knows everything.
  • Foil: The Evil Counterpart to the Student, especially one on the path to the True Ending. While Yang may be the Student's martial superior, he lacks spiritual maturity. Compare their climatic fights with their seniors: Yang demolishes the Sifu thanks to his younger age and raw ability — which means absolutely nothing to a spiritually awakened Student, whose acceptance of mortality allows them to shrug off death for a few minutes and humble Yang.
  • Good Powers, Bad People: His power is to heal people, yet he's an Arrogant Kung-Fu Guy who slaughters a dojo's worth of people, kills his own sifu, and orders the murder of a child in his quest for the Talisman.
  • Healing Hands: Runs a facility dedicated to "traditional healing methods" but his skills definitely fall under the supernatural. He demonstrates his abilities to The Student by crushing a pet bird and then reviving it good as new and in flying condition.
  • Hoist by Their Own Petard: Yang, as fellow former student of your deceased father's dojo, is fittingly enough killed with the same martial arts techniques they tried to use to kill you and killed the protagonist's father with.
  • Hypocrite: After his rampage at the start of the game, he has since opened up a martial arts school of his own, promising spiritual healing and enlightenment to his students, but he's swiftly revealed to be just as obsessed with the Talisman as ever, a fixation that can get him killed.
  • Invincible Villain: He has decades more experience and is of a higher expertise with the same martial arts school as the Student, making him this in Normal Ending playthroughs wherein the only chance the protagonist has at beating them is throwing away what's left of their Wude to attain an arguably dishonorable victory.
  • Light Is Not Good: Played With. The Sanctuary is a mostly white-colored enclosure where all the employees are dressed in white-colored clothing including Yang himself. That doesn't really change the fact that he had everyone at the Sifu's martial arts school murdered, including the Sifu himself and his child, to steal forbidden powers for a sympathetic, but ultimately selfish, reason. Still, his Sanctuary appears to be a legitimate place of healing and physical improvement... at least until you come along and the employees all try to murder you.
  • Mirror Boss: He uses the same techniques as you do. Which is kind of justified, as...
  • A Pupil of Mine Until He Turned to Evil: He's a student who went to the same dojo as you did, and the same one that got casted out.
  • Rapid-Fire Fisticuffs: Like The Student, Yang's capable of this as well. It's most noticeable when he does his chain punch and attempts to grab your talisman, though whether or not the Student breaks his arm or lets him have it is up to the player.
  • Retired Monster: Downplayed. He's running his own dojo and healing centre by the time you find him, and it seems to be a legitimate institution. However, it quickly becomes apparent that he never lost his murderous obsession with the Talisman.
  • A Taste of Power: You play as him in the opening, where he not only lacks a health bar and therefore cannot be killed, but has a full skillset and obscene amounts of damage power. By all means, he's a Final Boss Preview in your hands while also demonstrating just what The Student could be capable of.
  • Would Hurt a Child: He has no problem ordering the Fajar to kill The Student in cold blood.

Other Enemies

    Generic Enemies 
  • Amazonian Beauty: Downplayed. Female "Disciples" are about a head taller than the average person and tend towards sports bras and form-fitting spandex pants that show off their toned abs, shapely legs, and overall musculature. Female "Bodyguards" are even larger but also more intimidating and dress more conservatively to match their profession. Even the smaller more average sized female "Gangsters" in The Squats and The Club may wear midriff baring outfits that display a toned physique. Probably justified since every enemy is capable of beating The Student to death with their bare hands.
  • Avenging the Villain: "Disciples" of Sean continue to appear after his defeat with the first two in The Museum vowing to pay you back for dishonoring their master.
  • Badass in a Nice Suit: The mooks present in The Museum and The Tower are the most well-dressed in the entire game. Justified since they're mostly employed security guards unlike the casual junkies and dance club attendants or practicing martial artists that are present in other levels.
  • Battle Aura: Every miniboss has a faint yellow glow around their upper torsos to signify how much tougher they are than the usual riffraff. Certain seemingly normal enemies hiding their true potential will also suddenly gain one of these if you try to pull a finishing move on them.
  • Boss in Mook's Clothing: Occasionally you'll run into a seemingly normal mook that, after trying to use your finisher move on them, will not only resist it but regain their full health and become dramatically stronger and difficult to fight, signified by a nimbus of yellow light that suddenly surrounds them. While this does make it risky to try and use a finisher on every foe you encounter, defeating one of these surprise mini-bosses will decrease your death counter by one.
  • Chef of Iron: A restaurant in The Sanctuary features an optional fight in which every employee fights you at once including the "Disciple" Sous Chef and the "Juggernaut" Head Chef. It's not easy but beating them all grants you access to the Shrine by the kitchen.
  • Dance Battler: The Flashkicks, who uses breakdancing during fighting. See the Kick Chick section down below for more information
  • Elite Mooks: Sean's "Disciples" who aside from having taller, more athletic builds don't appear that different than the average mook. They're actually highly technical fighters with strong defences and quick, powerful attacks that can bypass your own defensive techniques if you're not careful. They're also the only regular enemy type to wield staff weapons.
  • Giant Mook: "Juggernauts" are decisively harder to handle in a straight fight, having a unique grab move that breaks straight through your structure and leaves the student wide open after a power bomb into the dirt.
    • There's also the very tall, buff "Bodyguards" with hard-hitting strikes, quicker than the Juggernauts as well as swift grabs that can bring your health down at a brisk pace. Overlaps with Elite Mooks since The Student themself considers them some of the strongest foes they've faced yet on the detective board at their home.
  • The Goomba: The weakest most common enemy type called "Gangsters" in the updated Training mode. They actually come in two varieties with one being smaller and scrawnier than The Student and the other being tougher with healthier more athletic builds as well as using more attacks if they're a mini-boss variant. Overall, they're nothing special in a 1-on-1 fight but are most dangerous in groups. Some of them compensate for their relative physical shortcomings via weapons with earlier varieties relying on blunt weapons like baseball bats and bamboo sticks while in later levels, they start to carry around unblockable short swords.
  • Improvised Weapon: Especially prominent during the beginning enemies in the Squats, as these foes aren't expecting the Student's arrival and utilise whatever objects are lying around the dilapidated estate to attack them. As the day moves on as the Student advances through each level and Target, subsequent enemies are aware of their arrival and are prepared beforehand with better equipment and proper weaponry, though none of them bring guns to attack the Student with. Every enemy that carries a weapon drops it upon defeat or after getting hit by either a sweeping attack or a hit with heavy knockback like the shove attacks, at which point The Student can then pick it up and use for themselves until it either breaks or they find a better one.
  • Kick Chick: The "Flashkicks" as they're called in the Credits: Slender women always wearing some variant of platform shoes that use their legs a lot, and one of their most powerful moves is an axe kick as pointed out by the Student in their notes. A pair of Flashkick minibosses dressed as Geishas in The Museum incorporate sickles on their footwear for that extra bit of unblockable lethality.
  • Male Might, Female Finesse: Of the two enemy varieties that only have representation from a single gender, the stout, bulky male-only "Juggernauts" rely on big swinging punches and grapples while the thin, slender female-only "Flashkicks" specialize in quick, graceful kicking techniques. Averted for the rest of the enemy types that can be either male or female with zero difference between how either gender fights.
  • Mook Chivalry: Subverted heavily. There's no honor in a street fight and everyone will use every single advantage they have over you. That said, none of them bring any guns against the Student, even if they have no problem carrying blades or bludgeoning tools against them in gang-up tactics.
  • Punch-Clock Villain: With the exception of Fajar's goons and Sean's acolytes, many of the enemies you fight are just security guards, employees, or bystanders who don't take too kindly to you coming in uninvited and beating the crap out of everyone you run into.
  • Unblockable Attack: Such attacks can be identified by the way the mooks' limbs glow when they're right about to attack. While it's more advisable to dodge these attacks, some of them can still be parried to stagger the enemy.
    • The Grapple Moves used by Juggernauts and Bodyguards also qualify and are similarly telegraphed by glowing rings emanating from their hands on top of their arms glowing. These can't be blocked nor parried so you better be ready to dodge.
  • Walking Shirtless Scene: Rather common attire among men in The Squats and the later portions of The Club. For the former, it can be justified by it being a rougher, more destitute part of town, as well as mid-day with the sun beaming down. For the latter, many of Sean's followers dress like they're at the gym or train as MMA fighters. Said followers can be seen engaging in both activities.

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